Raiders
RAIDERS TERRITORY
Whenever you enter a Hex with Raiders Territory:
- If the Raider Token is not on the HexMap → Spawn Raiders.
- If the Raiders are Inactive → They become Active.
- Otherwise → Nothing happens.
Spawn Raiders: Roll the Compass Die. Place the Raider Token 1 Hex away in that direction.
If Luck is 0 → Place the Raider Token on your Hex.
Otherwise, ⊙ Luck.
- 1–2: Move the Raider Token to your Hex.
- 3+: It remains 1 Hex away.
If the Raider Token is on your Hex → Raiders Encounter.
→ RAIDERS ENCOUNTER
They circle you. Screaming. Howling. They found their prey. You found the Raiders. One raises a severed humanoid head and throws it toward you. Its teeth are locked around a piece of parchment. On it, their demand.
Choose:
- Pay (Inventory excludes Resolve)
- Give 2 Items + ⊙ Inventory ×2
- Give 1 Item + ⊙ Inventory ×5
- ⊙ Inventory ×10
- Fight → Raiders Combat
- Run → Commit Move.
- ★★− → All living Raiders Retaliate. Choose again.
- ★★★+ → Escape. Raiders become Hunting.
If you Pay, Raiders become Inactive. Roll the Direction Die. Move the Raider Token 1 Hex in that direction.
Items given to Raiders are kept under their cards.
RAIDERS STATUS
Active: If Raiders are in your Region, they move 1 Hex toward you during the Token Phase.
Inactive: Raiders do not move or initiate Encounters. Entering another Raiders Territory Hex makes them Active. You may enter their Hex and choose to trigger Raiders Encounter.
Hunting: Raiders pursue you after you Escape. During the Token Phase, they move 1 Hex toward you, even across Regions. If encountered, resolve Raiders Encounter.
Defeated: If all 5 Raiders are dead, remove the Raider Token.
RAIDERS COMBAT
Combat: One Commit Attack targets 1 Raider. After each Commit Attack, all living Raiders Retaliate. You may Commit Defense once against each Retaliation.
Defeat: When a Raider dies, remove them from the game. Dead Raiders remain dead in future encounters.
Healer: If you Escape and Marrow is alive, all surviving Raiders recover to their starting HP immediately.
FEVER
Raider Leader
HP13
DEFENSE★★
DAMAGE3
Lance: If Fever deals Damage to you, gain Bleeding.
TARMAC
Second-In-Charge
HP10
DEFENSE★
DAMAGE1
Right Hand: You cannot attack Fever while Tarmac is alive.
MARROW
Blood Doctor
HP8
DEFENSE0
DAMAGE2
Blood Transfusion: After Marrow Retaliates, all living Raiders gain 1 HP, up to their starting HP.
EMPTY HAND
Brute
HP18
DEFENSE0
DAMAGE1
Brute: +1 Damage for each Raider already defeated. Max +4 Damage.
PALE
Mounted Soldier
HP5
DEFENSE★★★
DAMAGE1
Mounted: When you Commit Attack against Pale, you may Commit Move before resolving the Attack. On ★★★+, Pale has 0 Defense for that Attack.
- Defeat all Raiders → Defeated Raiders
- Escape → Raiders become Hunting.
DEFEATED RAIDERS
- Gear ⇧⇧
- Food ⇧⇧
- Water ⇧
- Battery ⇧
Draw 2 Items.
Recover all Items previously given to the Raiders.
Gain Keyword Exterminator.
You may continue your journey.